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Offline Rusa Kambangan  
#1 Posted : Monday, July 15, 2019 3:16:58 AM(UTC)
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Hi guys! :D

So, I've been thinking about combining the best mods into one, and right now I'm adding Russia's Rapid Deployment General from RoTR. I renamed the faction into Russia Airborne General (might change into Russia Special Forces General) and replaced Orlov with Zhana Agonskaya. I've done the INI coding for the Playertemplate.ini and the dozer, The problem is, it won't mean anything unless I add images (medallions, general's powers windows, portrait, scorescreen, etc.) My first question is how do I add new medallions, portraits, etc into the existing ini? Where do I even find the images used in the ini? Also, how do I edit the words that show on the skirmish loading screen?

Thanks in advance.

Edited by user Monday, July 15, 2019 3:17:47 AM(UTC)  | Reason: Not specified

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Offline Apocalypse232  
#2 Posted : Monday, July 15, 2019 8:00:08 AM(UTC)
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The images are located in the Game's directory, in a file named "EnglishZH.big". You need an application called FinalBIG which you can download from here: https://www.moddb.com/ga...wnloads/final-big-editor

Open the file "EnglishZH.big" with FinalBIG and you will see files with .tga file extension. You can see its preview on the right hand side and you can even extract it.

If you want to copy the images from a mod you will probably have to look for a file with a different name.
For example:
The shockwave mod stores its images in a file called "!!Shw_cicons.gib"
for files like these change the type of the file to ".big" by renaming it.

You will also need to look for a folder named "MappedImages" as it is very crucial since it contains the necessary codes for the images. You will probably find this folder in any file with "INI" in it.
For Zero Hour it is found in "INIZH.big".

To edit the words on the Skirmish loading screen you need to edit a file called "Generals.str", which I attached to this post. You can edit it as per you want and then move it to "Data" folder in the Game's directory.

If you need further help don't hesitate to askWink
Hope that helps!Cool

Edited by user Monday, July 15, 2019 8:04:11 AM(UTC)  | Reason: Not specified

File Attachment(s):
Generals.str.zip (137kb) downloaded 33 time(s).
thanks 2 users thanked Apocalypse232 for this useful post.
Rusa Kambangan on 7/15/2019(UTC), CommieDog on 12/31/2019(UTC)
Offline Rusa Kambangan  
#3 Posted : Monday, July 15, 2019 9:54:03 PM(UTC)
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Originally Posted by: apocalypse232 Go to Quoted Post
The images are located in the Game's directory, in a file named "EnglishZH.big". You need an application called FinalBIG which you can download from here: https://www.moddb.com/ga...wnloads/final-big-editor

Open the file "EnglishZH.big" with FinalBIG and you will see files with .tga file extension. You can see its preview on the right hand side and you can even extract it.

If you want to copy the images from a mod you will probably have to look for a file with a different name.
For example:
The shockwave mod stores its images in a file called "!!Shw_cicons.gib"
for files like these change the type of the file to ".big" by renaming it.

You will also need to look for a folder named "MappedImages" as it is very crucial since it contains the necessary codes for the images. You will probably find this folder in any file with "INI" in it.
For Zero Hour it is found in "INIZH.big".

To edit the words on the Skirmish loading screen you need to edit a file called "Generals.str", which I attached to this post. You can edit it as per you want and then move it to "Data" folder in the Game's directory.

If you need further help don't hesitate to askWink
Hope that helps!Cool


Alright, I've found and made the images I need. Now, how do I edit existing tga images (cameo sheets, general portrait, medallions) without breaking the game? Cameo Studio won't open tga files.
Offline AdrianeMapMaker  
#4 Posted : Tuesday, July 16, 2019 6:59:19 PM(UTC)
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edit them via paint.net or what ever app you like - crop them into images and mapped it with cameo studio
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Offline Rusa Kambangan  
#5 Posted : Wednesday, July 17, 2019 9:43:40 AM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
edit them via paint.net or what ever app you like - crop them into images and mapped it with cameo studio


You sure that'd work? Wouldn't adding new cameo sheets be better? Would adding new cameo sheets even be a feasible option?
Offline AdrianeMapMaker  
#6 Posted : Friday, July 19, 2019 7:27:03 AM(UTC)
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Originally Posted by: Rusa Kambangan Go to Quoted Post


You sure that'd work? Wouldn't adding new cameo sheets be better? Would adding new cameo sheets even be a feasible option?


yes , thats what i am talking about .. thats procedures.

...
if you want a harder way , dont use cameo studio and mapped it yourself (DEFINING COORDINATES of THE CAMEOS MANUALLY )

Edited by user Friday, July 19, 2019 7:28:56 AM(UTC)  | Reason: Not specified

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thanks 1 user thanked AdrianeMapMaker for this useful post.
Rusa Kambangan on 7/20/2019(UTC)
Offline Rusa Kambangan  
#7 Posted : Saturday, July 20, 2019 2:03:58 AM(UTC)
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Okay, new problem - the cameo size for the challenge loading screen (winloss something.tga) and the medallions are of different size than regular cameos. How do I find out the size of these cameos? Also, cameos from cameo studio can't go bigger than 120x96 pixels, and the generals challenge loading screen portrait is much larger than that. Is there any way to circumvent this?
Offline Apocalypse232  
#8 Posted : Saturday, July 20, 2019 1:58:25 PM(UTC)
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I suggest you just copy the textures(Cameos, portraits, medalions, etc...) you like from other mods and add them to your mod.
Offline Rusa Kambangan  
#9 Posted : Saturday, July 20, 2019 10:09:12 PM(UTC)
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Originally Posted by: apocalypse232 Go to Quoted Post
I suggest you just copy the textures(Cameos, portraits, medalions, etc...) you like from other mods and add them to your mod.


The idea is to put RA3 Generals in ZH, and no mod has done that. Besides, I made my own medallions perfect for them, so...

Edited by user Saturday, July 20, 2019 10:09:53 PM(UTC)  | Reason: Not specified

Offline AdrianeMapMaker  
#10 Posted : Saturday, July 20, 2019 11:28:22 PM(UTC)
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just copy the existing generals challenge textures and tampered it with your desired image ....

then use the coordinates used on that big ass picture got it ? .. then your done.

Edited by user Saturday, July 20, 2019 11:29:13 PM(UTC)  | Reason: Not specified

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thanks 1 user thanked AdrianeMapMaker for this useful post.
Rusa Kambangan on 7/21/2019(UTC)
Offline Rusa Kambangan  
#11 Posted : Sunday, July 21, 2019 5:40:31 AM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
just copy the existing generals challenge textures and tampered it with your desired image ....

then use the coordinates used on that big ass picture got it ? .. then your done.


Okay, I'm done with the cameo sheet. I'm worried about the ini tho, because it literally says "do not edit by hand". I'm worried that adding new strings would break the game.
Offline AdrianeMapMaker  
#12 Posted : Tuesday, July 23, 2019 8:36:10 AM(UTC)
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that comment is for the one who work for ea ...

just ignore it .. do what you wanted :P
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Offline Rusa Kambangan  
#13 Posted : Tuesday, July 23, 2019 8:51:06 AM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
that comment is for the one who work for ea ...

just ignore it .. do what you wanted :P


I made a whole new cameo sheet just to be safe. Now, on to more complicated problems.

I opened up Russia's Crane model on RenX and started putting up skins. The skin for the wheels are on a separate file than the skin for the rest of the unit and so are the lights coming out from..well, the headlights. Now, I have 2 issues:

1. When I tried applying the wheel skin, all I get is a black cylinder. Is this normal? The files are literally the same files from the original ROTR.

2.I need to know where the light skins should be.
File Attachment(s):
Crane.zip (208kb) downloaded 22 time(s).
Offline AdrianeMapMaker  
#14 Posted : Thursday, July 25, 2019 6:36:07 PM(UTC)
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you can see the light skin in the zh/gen original files lightbeam.dds iirc

if you get black cylinder then mapped it manually
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Offline Rusa Kambangan  
#15 Posted : Monday, July 29, 2019 12:09:47 AM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
you can see the light skin in the zh/gen original files lightbeam.dds iirc

if you get black cylinder then mapped it manually


How do I map it manually? Never mind, found the skin for the wheels. Now, which big contains the lightbeam? I thought it was textureszh.big, but I've been bamboozled.

Edited by user Monday, July 29, 2019 7:11:59 AM(UTC)  | Reason: Not specified

Offline AdrianeMapMaker  
#16 Posted : Monday, July 29, 2019 7:56:07 AM(UTC)
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had you tried textures.big in generals folder (not zh)

some of the missing textures can be found only on generals
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Rusa Kambangan on 7/30/2019(UTC)
Offline Rusa Kambangan  
#17 Posted : Tuesday, July 30, 2019 4:42:11 AM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
had you tried textures.big in generals folder (not zh)

some of the missing textures can be found only on generals


You're right, thanks!

Now, on to the animation. The original ini file from ROTR for the crane looked like this (I added the word "airborne" though, the rest is unchanged:

Quote:

;------------------------------------------------------------------------------
;Russia Construction Crane or RussiaCrane
Object Airborne_RussiaVehicleDozer

; *** ART Parameters ***
SelectPortrait = SRDozer_L
ButtonImage = SRDozer

Draw = W3DTruckDraw ModuleTag_01

OkToChangeModelColor = Yes

ConditionState = NONE
Model = RVCrane
Animation = RVCrane.RVCrane
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
ParticleSysBone = EXHAUST01 DozerSmokeLight
TransitionKey = TRANS_IDLE
End
AliasConditionState = MOVING

ConditionState = ACTIVELY_CONSTRUCTING
Model = RVCrane_A1
Animation = RVCrane_A1.RVCrane_A1
AnimationMode = LOOP
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
TransitionKey = TRANS_CONSTRUCTING
End
AliasConditionState = ACTIVELY_CONSTRUCTING MOVING

TransitionState = TRANS_IDLE TRANS_CONSTRUCTING
Model = RVCrane
Animation = RVCrane.RVCrane
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
End

TransitionState = TRANS_CONSTRUCTING TRANS_IDLE
Model = RVCrane
Animation = RVCrane.RVCrane
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
AnimationSpeedFactorRange = 1.8 1.8
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
End

;Damaged

ConditionState = REALLYDAMAGED
Model = RVCrane_D
Animation = RVCrane_D.RVCrane_D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
ParticleSysBone = EXHAUST01 DozerSmokeLight
TransitionKey = TRANS_DAMAGED_IDLE
End
AliasConditionState = REALLYDAMAGED MOVING

ConditionState = REALLYDAMAGED ACTIVELY_CONSTRUCTING
Model = RVCrane_DA1
Animation = RVCrane_DA1.RVCrane_DA1
AnimationMode = LOOP
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
TransitionKey = TRANS_DAMAGED_CONSTRUCTING
End
AliasConditionState = REALLYDAMAGED ACTIVELY_CONSTRUCTING MOVING

TransitionState = TRANS_DAMAGED_IDLE TRANS_DAMAGED_CONSTRUCTING
Model = RVCrane_D
Animation = RVCrane_D.RVCrane_D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
End

TransitionState = TRANS_DAMAGED_CONSTRUCTING TRANS_DAMAGED_IDLE
Model = RVCrane_D
Animation = RVCrane_D.RVCrane_D
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 1.8 1.8
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
End

TrackMarks = EXTireTrack.tga

Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray

LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
MidLeftFrontTireBone = Tire03
MidRightFrontTireBone = Tire04
LeftRearTireBone = Tire05
RightRearTireBone = Tire06
MidLeftRearTireBone = Tire07
MidRightRearTireBone = Tire08

TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide.

End

; ***DESIGN parameters ***
DisplayName = OBJECT:ConstructCrane
Side = RussiaAirborneGeneral
EditorSorting = VEHICLE
TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 1000
BuildTime = 5.0 ; in seconds
VisionRange = 200
ShroudClearingRange = 200

WeaponSet
Conditions = None
Weapon = PRIMARY None
End

ArmorSet
Conditions = None
Armor = DozerArmor ;Special Explosion-Proof Armor
DamageFX = TankDamageFX
End

ExperienceValue = 5 5 5 5 ;Experience point value at each level

CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AirB_RussiaDozerCommandSet

; *** AUDIO Parameters ***
VoiceSelect = DozerRussiaVoiceSelect
VoiceMove = DozerRussiaVoiceMove
VoiceEnter = DozerRussiaVoiceMove
VoiceAttack = DozerRussiaVoiceMove
VoiceTaskComplete = DozerRussiaVoiceBuildComplete
SoundMoveStart = RussianDozerMoveStart
SoundMoveStartDamaged = RussianDozerMoveStart

UnitSpecificSounds
VoiceCreate = DozerRussiaVoiceCreate
VoiceCrush = DozerRussiaVoiceMove
VoiceNoBuild = DozerRussiaVoiceCannotBuild
VoiceRepair = DozerRussiaVoiceRepair
VoiceDisarm = DozerRussiaVoiceMove
VoiceEnter = DozerRussiaVoiceMove
VoiceBuildResponse = DozerRussiaVoiceBuild
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD VEHICLE SCORE SELECTABLE CANNOT_RETALIATE CAN_CAST_REFLECTIONS DOZER CANNOT_RETALIATE IMMUNE_TO_CAPTURE

Body = ActiveBody ModuleTag_02
MaxHealth = 250.0
InitialHealth = 250.0

SubdualDamageCap = 400
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = DozerAIUpdate ModuleTag_03
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 3000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
AutoAcquireEnemiesWhenIdle = Yes
End

Locomotor = SET_NORMAL RussianVehicleDozerLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
End

Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 1
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_RussiaDozerExplode
FX = FINAL FX_BattleMasterExplosionOneFinal
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22
End

Behavior = FXListDie ModuleTag_23
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = DestroyDie ModuleTag_24
DeathTypes = NONE +CRUSHED +SPLATTED
End

Behavior = AutoHealBehavior ModuleTag_AutoRepair01
StartsActive = Yes
HealingAmount = 5
HealingDelay = 1000
StartHealingDelay = 3000
End

Behavior = StealthUpdate ModuleTag_GPSStealth01
StealthDelay = 2000 ; msec
StealthForbiddenConditions = FIRING_PRIMARY FIRING_SECONDARY FIRING_TERTIARY RIDERS_ATTACKING
InnateStealth = Yes
RequiredStatus = REASSIGN_PARKING ;Used exclusively by the GPS Scrambler
OrderIdleEnemiesToAttackMeUponReveal = Yes
End

Behavior = EjectPilotDie ModuleTag_HijackerEmerge01
DeathTypes = ALL -CRUSHED -SPLATTED
RequiredStatus = HIJACKED
VeterancyLevels = ALL
GroundCreationList = OCL_HijackerEmerge
AirCreationList = OCL_HijackerEmergeViaParachute
End

Behavior = FXListDie ModuleTag_HijackerEmerge02
RequiredStatus = HIJACKED
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_HijackerEmerge
End

Geometry = BOX
GeometryMajorRadius = 24.0
GeometryMinorRadius = 8.0
GeometryHeight = 20.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End


Does that mean the animations come with the model or do I have to do that myself too?

Edited by user Tuesday, July 30, 2019 4:42:56 AM(UTC)  | Reason: Not specified

Offline AdrianeMapMaker  
#18 Posted : Tuesday, July 30, 2019 11:34:12 PM(UTC)
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Leave it as it is .. changing model names per faction that they will be used isnt really required

(all models can be used on all factions that you wanted .. changing name of w3d models requires tricky stuff .. its hard , its not too simple as you know it )
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Offline Rusa Kambangan  
#19 Posted : Tuesday, July 30, 2019 11:45:22 PM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
Leave it as it is .. changing model names per faction that they will be used isnt really required

(all models can be used on all factions that you wanted .. changing name of w3d models requires tricky stuff .. its hard , its not too simple as you know it )


So the animations are already there?
Offline AdrianeMapMaker  
#20 Posted : Wednesday, July 31, 2019 12:01:58 AM(UTC)
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ofcourse ( as long those animation files existed in your big) DUHHH
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